Glory, Fame! (Defensive Recharge 4-6). Commander O'Neil slams his Commander's Standard into the earth ordering all allied creature's that he can see within 30 ft, of him to stand their ground. All allied creatures gain 15 temporary HP. The creature may also use their reaction to add +1 to their AC when attacked for the next turn. This effect ends after 1 minute or if the Commander O'Neil is incapacitated.
Glory, Fame! (Offensive Recharge 4-6). Commander O'Neil slams his Commander's Standard into the earth ordering all allied creature's that he can see within 30 ft, of him to destroy the enemy. All allied creatures gain an additional attack. The creature may also add a d4 to its attack rolls for the next turn. This effect ends after 1 minute or if the Commander O'Neil is incapacitated.
Scarlet Rot. The Scarlet Rot status causes any creature that starts its turn with Scarlet Rot taking necrotic and poison damage equal to its proficiency bonus.
Call Forth Spirits - Exile Crossbowmen. When rolling initiative against Commander O'Neil, summon five Exile Crossbowmen to assist him. They act on their own initiative.
Call Forth Spirits - Exile Axemen. At 'Bloodied' (Half HP) Commander O'Neil summons three Exile Axemen to assist him. They act on their own initiative.
Multiattack. Commander O'Neil makes three attacks with his Commander's Standard or uses Rot Storm
Commander's Standard. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2D10+6) piercing damage
Rot Storm (Recharge 6). Swinging his standard around Commander O'Neil begins to summon a whirlwind of Scarlet Rot within a radius of 45ft around him, for three turns. Each enemy creature caught within the whirlwind gains one 'Scarlet Rot' counter. Rot Storm follows Commander O'Neil for the duration of its three active turns.
EXILE CROSSBOWMEN
Medium humanoid, Lawful Neutral
Armor Class 15 (chain shirt) Hit Points 30 (5d6 +15) Speed 30 ft.
STR 10 DEX 16 CON 12 INT 10 WIS 8 CHA 10
Senses darkvision 60 ft., passive Perception 9
Languages Common
Challenge 1 (200 XP)
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 7 (1d8+ 3) piercing damage.
EXILE AXEMAN
Medium humanoid, Lawful Neutral
Armor Class 16 (scale mail) Hit Points 50 (8d8 +20) Speed 30 ft.
STR 18 DEX 14 CON 14 INT 10 WIS 8 CHA 10
Senses darkvision 60 ft., passive Perception 9
Languages Common
Challenge 2 (450 XP)
Traits
Savage Attacks. When the Exile Axeman scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1D12+4) slashing damage.
Comments